The first thing I'm house-ruling about the rules is the piece on gun jamming, which is far too high a %. (So you're getting a break here).
Using quality ammo, and a quality gun that's been broken in (100 rounds and a cleaning), and taking into consideration the law of averages, a dirty gun, temp and humidity, there's roughly 0.3% chance of a gun jamming on any given shot. So 1 out of 300 rounds would be about the average (as an example, I've fired hundreds of rounds and never had a gun jam on me).
a)If one is using poor quality ammo the percentage increases. Possibly 1%.
b)If the gun is brand new and was not cleaned before its initial firings, the percentage increases. Possibly as high as 5%.
Neither A nor B fit Jacob's case, who's gone through gun training and has a skill-2 in clip pistol, and works for a company where keeping a high proficiency in firearms is expected.
So, if you roll a "3" when firing a gun, roll 2d6 again. A second result of "3" will result in a gun jam.
Phelps would know Jacob began his college career at Colgate, then transferred to Dartmouth. Jacob's personnel file would only show that he graduated from Dartmouth. We can say that through conversation, office chitchat, Phelps learned of Jacob spending his freshman year at Colgate.
Post by marionarsis on Dec 30, 2015 9:56:55 GMT -5
It was definitely a fun game. One of the best I've played in, irrespective of format. The string of failed checks, bad rolls, eventually caught up with me. I do have some questions. When I think of them all, I'll send you a nice long PM. Hopefully, my character will do better/roll better in the T&T game
Now that this game of MSPE is over, when do we start the next one?
LOL. I'm pleased you liked the first game. As for another, I have nothing planned. I sort of feed off the background and ideas of the player(s). If you have something in mind, run it past me, and I'll mull it over and see if I can make it work.